Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by warblades is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. Yo/u learn additional maneuvers at higher levels, as shown on Table 1–3. You must meet a maneuver’s prerequisite to learn it. See Table 3–1, page 39, to determine the highest-level maneuvers you can learn. Upon reaching 4th level, and at every even-numbered warblade level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to warblades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Battle Clarity (Ex): You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.

Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level –2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you’re treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

Uncanny Dodge (Ex): At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized. If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Lay on Hands (Su):Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su):Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.This ability functions while the paladin is conscious, but not if she is unconscious or dead.

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su):When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Spells:

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

Special Mount (Sp):Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Signature Weapon (Su): The kensai chooses one of his weapons (it must be one for which he has the Weapon Focus feat) to become a signature weapon. Most kensai choose

either a sword or bow for this weapon, but even a kensai's natural weapons can be chosen. If the weapon is a manufactured one, it must be of at least masterwork quality.Upon qualifying for the class, a kensai gains the ability to establish a link with his signature weapon. The character focuses part of his life energy on the weapon, making it more effective in his hands and his hands alone.The process for imbuing a signature weapon with power is a simple one. The character must find a quiet, safe spot to meditate (and pray, for those kensai who serve deities) for 24 hours. At the end of this meditation, the kensai sacrifices a number of experience points, essentially shifting some of his life force into his signature weapon. The signature weapon then becomes a magic weapon (if it wasn't already) and gains an enhancement bonus and/or special abilities. His current class level limits the amount of enhancement a kensai can place into his signature weapon. A kensai cannot create a signature weapon if doing so would cost enough experience points to reduce his character level.Use the table on the previous page to determine XP costs and class level limits.

If the ritual is interrupted, it can be begun again at any time, but it must run for a full 24 hours for the signature weapon to be imbued. The kensai pays the XP cost as soon as the ritual has been completed.A kensai's signature weapon has a caster level equal to the character's class level + 10.

Imbuing Double Weapons: A double weapon may be imbued, but both ends of the weapon must be paid for and imbued separately.

Imbuing Natural Weapons: The process for imbuing a kensai's natural weapons (such as his fists) is the same as for a manufactured weapon, except all of the kensai's natural weapons of one type are imbued at 100% of the cost + 10% per natural weapon. For example, a human kensai who has Weapon Focus (unarmed strike) may turn his fists into signature weapons for 120% of the XP cost. A six-armed kensai with a bite and tail attack would have to choose between fists, bite, and tail and pay either 160% of the cost (for six fists) or 110% of the cost (for the single bite or tail). A kensai who imbues a particular type of natural weapon must imbue all his natural weapons of that type (so a human kensai with two fists must imbue both fists). It takes 24 hours for a kensai to imbue one type of natural weapon, regardless of how many actual weapons of that type he possesses.

Losing a Signature Weapon: If a kensai's signature weapon is lost or stolen, the character must strive to recover it by any means that do not violate his oath or alignment. A kensai who knowingly abandons a signature weapon is treated as if he broke his oath of service (see the sidebar). A kensai who abandons a signature weapon and atones for the deed can begin to create a new signature weapon.If someone destroys a kensai's signature weapon, only the kensai can repair it. If enough is left of the weapon to salvage (the shattered shards of a sword, for example), the kensai can reforge the weapon as if he were using the Craft (weaponsmithing) skill to make a masterwork weapon. If he takes the reforged weapon and then meditates for 24 hours, he may pay the appropriate XP cost to restore his weapon to full strength. Should nothing remain of the weapon, the kensai must begin anew with a weapon that has never before been imbued. The character, however, has not failed in his oath—the destruction of a kensai's weapon in service of his oath is not shameful, and other kensai are likely to show even more respect to a comrade whose weapon is destroyed in oathbound service.

Losing Natural Weapons: If a kensai loses his natural weapons (such as his fists), he may have them regrown by using regeneration or a similar spell. In this singular case, the kensai does not need to spend any more XP or time to reimbue his signature weapon with power. The link is direct enough that no extra effort is necessary.

Power Surge (Ex): At 2nd level, a kensai gains the ability to make a DC 15 Concentration check as a move action to focus his energy and spirit. If he succeeds, he gains +8 to his Strength for a number of rounds equal to one-half his class level. Each time after the first that a kensai successfully uses this ability in a single 24-hour period, the check DC increases by 5.

Ki Projection: At 4th level and higher, a kensai adds one half his class level (round down) to any Bluff, Diplomacy, Gather Information, or Intimidate checks he makes. At 8th level and higher, the kensai adds his full class level to such checks.A target that realizes it has been fooled by a kensai's successful Bluff check gains a +10 bonus on any check or saving throw involving the kensai's use of Bluff, Diplomacy, Gather Information, or Intimidate against that target in the future. The kensai can regain the creature's trust by changing its attitude from unfriendly to friendly (see Influencing NPC Attitudes, page 72 of the Player's Handbook).

Withstand (Ex): When a kensai of 5th level or higher is forced to make a Reflex save to avoid damage from an area effect spell (such as a fireball), he can make a Concentration check instead of a Reflex save to resist taking full damage. If a kensai has the evasion or improved evasion ability, those benefits apply on this Concentration check as well.

Instill (Ex): Once per day, a kensai of 8th level or higher may take a full-round action to make a Concentration check (DC 10 + target's HD or character level) to impart some of his own ability into a willing ally he can touch. The kensai then transfers some of his power to the ally: He subtracts up to 1 point per class level from his base attack bonus and/or any or all of his base save bonuses and transfers the same amount to the recipient. The kensai regains the instilled power 1 hour later, when it transfers back out of the ally. If the ally dies before the instilled power is transferred back, the kensai must make a Fortitude save (DC 5 + target's HD or character level) or die as well. If he succeeds, he immediately gets his instilled powers back.

Ki Warlord: When a kensai attains 10th level, he gains great notoriety and becomes known as a ki warlord. Other kensai of the same alignment revere the ki warlord, and even those of differing alignments treat him with some measure of respect. If the ki warlord has an NPC master, this master likely assigns the ki warlord more responsibility and authority within his domain (perhaps giving him a castle, monastery, or military school). If the ki warlord serves a deity, that deity may take a personal interest in giving the ki warlord more responsibility, perhaps actually contacting the ki warlord directly or through intermediaries and making the deity's wishes known. In addition to this added responsibility, a ki warlord gains some tangible benefits. He has the right to petition other (lower-level) members of the prestige class for assistance on adventures or in the fulfillment of his oath. As long as a ki warlord's requests do not violate the other members' own oaths of service or alignment, lower-level kensai have a responsibility to assist a ki warlord in any reasonable manner — such as providing food and shelter, access to minor resources, and other things another character might have to barter for.Ki warlords inspire those around them. When fighting within 30 feet of a ki warlord, allies gain a +1 morale bonus on Will saves, Concentration checks, and attack rolls. Lawful allies gain a +2 morale bonus on these checks.

Spells:A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

FamiliarA wizard can obtain a familiar in exactly the same manner as a sorcerer can.

Bonus Metamagic Feat: At 1st level, and again at 4th, 7th, and 10th level, the incantatrix may select any metamagic feat as a bonus feat. She must meet any prerequisites for a feat in order to select it.

Focused Studies (Ex): At 1st level, the incantatrix gives up a school of magic so as to focus more on the remaining schools. She must choose a school of magic other than abjuration or divination as a prohibited school. This prohibited school is in addition to any others already chosen due to school specialization. Thus, a specialized wizard taking this prestige class has three prohibited schools instead of two.

Cooperative Metamagic (Su): At 2nd level, an incantatrix gains the ability, to apply any metamagic feat she possesses (except Silent Spell, Still Spell, or Quicken Spell) to a spell being cast by a willing allied spellcaster. The caster need not prepare the spell in metamagic form or in a higher-level spell slot; the incantatrix simply modifies the spell during the casting. Using this ability is a standard action that provokes an attack of opportunity, just like casting a spell, though the incantatrix can use the Concentration skill with this ability as though she were casting defensively. The incantatrix must ready an action to use cooperative metamagic when her ally begins casting and must be adjacent to the caster. The incantatrix must make a Spellcraft check (DC 18 + [3 x modified spell level]) to succeed. "Modified spell level" is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Any spell level increases from metamagic feats that the caster applied also count toward the modified spell level. For example, if an incantatrix applies the Maximize Spell feat to an ally's chain lightning spell, the modified spell level is 9th (6th for the spell, +1 for the Maximize Spell feat), and the DC is 18 + (3 x 9) 45. If she applies the same feat to an ally's silent chain lightning spell, the modified spell level is 10th and the Spellcraft DC is 48. An incantatrix can use this ability a number of times per day equal to 3 + her Int modifier.

Metamagic Effect (Su): At 3rd level, an incantatrix can attempt to apply a metamagic feat she possesses to a persistent spell effect that is already in place. For example, she could use Extend Spell to extend the duration of a wall of force or Maximize Spell to maximize the damage dealt by acloudkill. To use this ability, the incantatrix must be adjacent to or within the spell effect and make a successful Spellcraft check (DC 18 + [3 x modified spell level]. "Modified spell level" is the level of the spell slot that the spell would occupy if .it were prepared with the metamagic feat applied. Spell slot increases for metamagic feats that were applied to affect the spell's casting (such as Still Spell, Silent Spell, or Quicken Spell) do not count toward the modified spell level, but adjustments for metamagic that change the spell's effect (such as Empower Spell, Enlarge Spell, or Widen Spell) do count.For example, applying the Extend Spell feat to a wall of fire gives it a modified spell level of 5th (4th for the spell +1 for the Extend Spell feat), so the DC would he 18 + (3 X 5) = 33. If the wall of fire had been cast with the Silent Spell feat applied, the DC is still 33, since that feat applies to the spell's casting, not its effect. On the other hand, extending an empowered wall of fire would give it a modified spell level of 7th and a Spelleraft DC of 39.An incantatrix can use this ability a number of times per day equal to 3 + her Int modifier. Using this ability is a full-round action that provokes attacks of opportunity.

Metamagic Spell Trigger (Su): At 5th level, an incantatrix gains the ability to apply a metamagic feat she possesses to the effect of a spell trigger item (generally a wand). To use this ability, she must have the appropriate item creation feat to make the spell trigger item she is using. Using metamagic spell trigger expends a number of additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, an incantatrix can use Quicken Spell to modify a spell cast from a wand by spending 5 charges (1 + 4 additional charges for the spell slot increase). Alternatively she can apply Empower Spell to the effect by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.An incantatrix cannot use this ability when using a spell trigger item that does not have charges, such as a strand of prayer beads

Seize Concentration (Su): At 6th level, an incantatrix gains the ability to wrest control of a spell that requires concentration (such as implosion, major image, or summon swarm) from another spellcaster within 30 feet. If the target spellcaster is willing, this transfer of concentration occurs automatically. Otherwise, the incantatrix and the target spellcaster make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the incantatrix wins, she gains control of the spell for as long as she maintains concentration or until the original spell duration expires. The spell functions as though the incantatrix were the caster (even if it is a spell she cannot cast), except that any variables determined when the spell was cast (including its caster level) remain as determined by the original caster. The original spellcaster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the incantatrix allows her concentration to lapse before the spell duration expires, the original caster may reassert control over his spell by making a successful caster level check (DC 15 + spell level). If he fails to do so, no one controls the spell.

Instant Metamagic (Su): Once per day, a 7th-level or higher incantatrix can apply a single metamagic feat she possesses to a spell without preparing it that way beforehand (if she prepares spells) or increasing its casting time (if she does not prepare spells). Thus, a wizard's prepared spell works as if she had prepared it with the metamagic feat, but it does not use a higher-level spell slot. A sorcerer or bard's spell is cast without adjusting its casting time, but it works as if he had cast it with the metamagic feat. A 9th-level incantatrix can use this power twice per day. The incantatrix cannot use this ability if the metamagicked spell would normally use a spell slot of a higher level than she can cast.

Snatch Spell (Su): At 8th level, an incantatrix can attempt to seize control over a persistent effect created by another spellcaster. The effect must be one that does not depend on concentration but still relies on or responds to the caster's control (such as a summon monster spell or spiritual weapon, but not a wall of fire or acid fog). Furthermore, the effect (but not necessarily the spellcaster) must be within 30 feet of the incantatrix. The target spellcaster and the incantatrix make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the incantatrix wins, she, gains control of the spell until its original duration expires. The spell functions as though the incantatrix had cast it, except that any variables determined when the spell was cast (including its caster level) remain as determined by the caster. The original caster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the spell is dismissible and the incantatrix wishes to dismiss it, she must make a second successful opposed caster level check to do so. If she fails, the spell remains in effect and control reverts to the original caster.

Improved Metamagic (Su): At 10th level, an incantatrix has mastered metamagic to such an extent that whenever she uses a metamagic feat, the required increase in spell level (if any) is reduced by one (minimum +1 spell level). For example, a wizard incantatrix could prepare a quickened fireball as a 6th-level spell instead of a 7th-level spell.This benefit also applies to the incantatrix's other class abilities. Thus, the DC for using her metamagic effect or cooperative metamagic ability is reduced appropriately for the metamagic feats involved, and she spends fewer charges when using metamagic spell trigger.

Warding (Sp): An Initiate of the Sevenfold Veil can create a warding. She can choose one veil she knows (see below) to be imbued in the warding. A warding lasts for a certain amount of time as indicated in its description, unless it is dismissed (the same way a spell is dismissed; see page 176 of the Player’s Handbook). The save DC for an initiate’s warding is equal to 18 + her primary spellcasting ability modifier (Intelligence for wizards, Charisma for sorcerers and bards, and so on). The spell level equivalent of a warding depends on which veil is integrated into it. When she creates a warding, she can choose one of three types.

Personal: This warding is a sphere whose diameter is equal to an initiate’s space (5 feet for Small or Medium creatures, 10 feet for Large, and so on) and encapsulates the initiate. It moves with her, but she cannot force another creature to pass through it (for example, by attempting to grapple an enemy). If she does force a creature to pass through, the warding has no effect on that creature. Any creature striking at her with a melee weapon or natural attack is subject to the veil’s effect (although creatures using reach weapons are not). The warding provides concealment to the initiate, but she can see out with no hindrance. It lasts for 1 minute per level or until dismissed.

Wall: This warding takes the form of a wall, up to 10 feet long and 5 feet high per initiate class level. For example, a 3rd-level Initiate of the Sevenfold Veil could create a warding wall 30 feet long and 15 feet high. The wall can be made smaller, but it is not otherwise shapeable. The wall must begin within 30 feet of the initiate, but can extend beyond that distance. The wall is immobile once created. An initiate may choose to make crossing through the wall in one direction safe, if she chooses. In any event, she can pass through her own warding wall with no danger. This warding provides concealment to creatures on either side. It lasts for 10 minutes per level or until dismissed.

Area: An area warding affects an initiate’s space and all adjacent squares (a sphere 15 feet in diameter for a Small or Medium initiate, 20 feet in diameter for a Large initiate, and so on). Any creature who remains adjacent to the initiate gains the benefi t of the warding’s protection, even if part of its body lies outside the sphere. Moving out of the warding (stepping away from the initiate) is completely safe, but anyone attempting to enter the warding—even someone who was formerly inside it and left—becomes subject to the effects of the chosen veil. The warding moves with the initiate, but she cannot force another creature to pass through it (for example, by moving adjacent to an enemy). If she does force a creature to pass through, the warding has no effect on that creature. This warding provides concealment to all within from creatures outside, but anyone inside the warding can see out with no hindrance. It lasts for 1 minute per level or until dismissed.

Veils: When an initiate creates a warding, she can choose and imbue the warding with any one veil she knows how to create. These veils duplicate the layers of a prismatic wall and are described below. An initiate’s caster level for these veils is equal to her arcane spellcaster level.

Red Veil: The first veil an initiate learns is the red veil. A warding imbued with this veil blocks all nonmagical ranged attacks and missiles. A creature crossing a red veil takes 20 points of fi re damage (Refl ex half). A cone of cold spell or effect destroys a warding with this veil but is negated in the process. A warding with this veil is the equivalent of a 4th-level spell.

Orange Veil: At 2nd level, an initiate learns the secret of the orange veil. A warding with this veil halts magical ranged attacks, including spells that conjure missiles (such as Melf’s acid arrow) or create rays (such as disintegrate or a beholder’s eye rays) but not spells that do not require a ranged attack (such as magic missile). A creature crossing an orange veil takes 40 points of acid damage (Reflex half). A gust of wind spell or similar effect destroys the veil but is negated in the process. A warding with this veil is the equivalent of a 5th-level spell.

Yellow Veil: An initiate of 3rd level or higher can create a yellow veil. This veil prevents gases or clouds from entering the warded area, and it defeats petrification attacks. In addition, a character inside a personal or area warding imbued with a yellow veil has immunity to poison introduced from outside the warding (such as from a creature with an envenomed weapon striking through the barrier). A creature crossing a yellow veil takes 80 points of electricity damage (Reflex half). A disintegrate spell destroys the veil but is negated in the process. A warding with this veil is the equivalent of a 6th-level spell.

Green Veil: A 4th-level initiate masters the green veil. This veil stops the passage of breath weapons. A creature crossing a green veil must succeed on a Fortitude save or die; on a successful save, the creature takes 1d6 points of Constitution damage. This veil is a poison effect. A passwall spell destroys a green veil. A warding with this veil is the equivalent of a 6th-level spell.

Unimpeachable Abjuration (Ex): An initiate’s abjuration spells are particularly difficult to defeat with spells or effects that dispel them. An initiate can add her class level to the DC to dispel any abjuration spell or effect she creates.

Unanswerable Strike (Ex): Due to her study of magical defenses, an initiate learns how to defeat them more easily. At 2nd level and higher, she gains a +2 bonus on caster level checks to counter or dispel abjuration spells. At 6th level, this bonus increases to a +4 bonus.

Reactive Warding (Sp): At 4th level, an initiate learns to create a warding (see above) in response to an attack. She can raise a warding as an immediate action (see page 86), after an opponent begins an action but before it is completed. For example, if she sees an enemy warrior charging her, she can raise a warding to protect herself. The opponent can choose to continue the charge through the warding or can halt outside it. The results from the veil are resolved first should the charging assailant continue to charge.

Magic Circle (Su): A 1st-level fist of Raziel is constantly surrounded by a magic circle against evil effect, as the spell cast by a cleric of the fist's character level.

Smite Evil (Su): Once per day, a fist of Raziel may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per class level. If she accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. She can use this ability more times per day as she advances in level, as shown on Table 5—10.

If the fist of Raziel has paladin levels as well, add the daily uses from her fist of Raziel levels to the daily uses from her paladin levels. Her damage bonus equals her fist of Raziel class level plus her paladin class level. This ability does not stack with the smite ability granted by the Destruction domain.In addition to the basic function of smiting evil, a fist of Raziel gains special abilities that operate whenever she smites.

Good-Aligned: At 1st level, whenever a fist of Raziel smites evil, her weapon is considered good-aligned for purposes of overcoming damage reduction, as if she had the Exalted Smite feat.

Spells per Day: Starting at 2nd level, and at each level thereafter, a fist of Raziel gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, improved special mount, and so on). If the character had more than one divine spellcasting class before becoming a fist of Raziel, she must decide to which class she adds each fist of Raziel level for the purpose of determining spells per day.

Sanctify Martial Strike: At 4th level, a fist of Raziel gains the Sanctify Martial Strike feat as a bonus feat.